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"The Adventurer's Chronicle can be found in Deckard Cain's Workshop in Westmarch after you complete the quest “Chronicling the Past.” The Chronicle records the entirety of Immortal’s Main Quest, and it also lists collectible stories, notes, and travelogues. It’s intended to help you get up-to-date if you’re new Sanctuary or returning to the game after an update."

- Description(src)

Adventurer's Chronicle

The Adventurer's Chronicle

Adventurer's Chronicle is a journal in which Deckard Cain, and later, the Shard-seeker, recorded their journeys.

Lore[]

"My friend
Keeping records of my travels has helped me anticipate what challenges lay ahead. It's kept my memory sharp, too. I started a journal of your accomplishments, but it's up to you to fill out the rest. It will do you quite a bit of good to reflect, I'm certain. You should find the journal on a table in the workshop. Take care not to use too much ink, or it'll bleed right through the pages!"

- Cain's letter to the Shard-seeker(src)

The Adventurer's Chronicle is one of the journals in which Deckard Cain recorded his travels. It contained information about events that occurred from 1270, especially those surrounding the adventurer he met in Wortham.[1] After he traveled,[2] Cain left the journal, along with a letter informing the adventurer of it in his workshop. The letter was later found, and the journal retrieved. The adventurer continued to record their experiences in the journal.[3]

In-game[]

Chronicling Past

The Adventurer's Chronicle in Cain's Workshop

The Adventurer's Chronicle is a tome, and gameplay mechanic in Diablo Immortal. It was introduced with the Precipice of Horror update. It is unlocked by completing Chronicling the Past quest. It contains the dialogue of all main quests, and summary of the storyline of each each zone. More quests are added upon finishing the quests of a particular zone/update. It also lists collectible stories, notes, and travelogues. New notes are stored in the chronicle. It’s intended to help new or returning players get up-to-date if to the game after an update.[4]

The option to replay main quests was later added to the Adventurer's Chronicle.[5]

Summary[]

Preface[]

The Worldstone, an artifact with the power to create and transform worlds, was stolen by rogue angels and demons who tired of the Eternal Conflict between the High Heavens and the Burning Hells. These renegades, the angel Inarius and the demon Lilith, created the world of Sanctuary as an escape from unending war and bore children, hybrids of heavenly and hellish ancestry, as their legacy. As millennia passed, Inarius and Lilith vanished, and humanity's origins faded into legend.

Today, Sanctuary is a dangerous world. Infiltrated by avaricious demons and largely ignored by the angels of the High Heavens—until recently, when a group of heroes fought to contain the Prime Evils: Mephisto the demon lord of Hatred, Diablo, the demon lord of Terror, and Baal, the demon lord of Destruction. Atop sacred Mount Arreat, the heroes struck down Baal, who had located and corrupted the Worldstone itself. Fearful that Baal's efforts might poison all of humanity, Tyrael, the Archangel of Justice, chose to hurl his sword El'druin into the great Worldstone: he, the stone, and the mountain were all obliterated.

In Tyrael's absence, fragments of the Worldstone large and small fester throughout Sanctuary, radiating the energies of destruction and creation both, twisting flora and fauna and offering poisoned power to those who dare to wield it. Sanctuary is again on the brink of destruction—and would-be saviors are vanishingly rare.

Wortham[]

An Adventurer arrives in the embattled village of Wortham. After helping to defend the town against the Cult of Damnation, servants of the heretofore unknown demon lord Skarn, they are drawn into a quest by the scholar Deckard Cain: to find the shard of the destroyed Worldstone before they bring abject ruin to Sanctuary.[1]

Ashwold Cemetery[]

The Adventurer pursues the rogue necromancer Lethes, thief of a Worldstone shard, through Ashwold Cemetery, which she has overrun with hordes of the undead. With the help of Xul, Lethes's old mentor, they stop her from seizing the powerful soul of Mad King Leoric, and recover her stolen Worldstone shard, though Lethes uses a simulacrum to escape.

Westmarch[]

In the City of the Light, Deckard Cain's Horadric ritual reveals another Worldstone shard being used in the Dark Wood. After planning their approach with a former resident of the wood, the blacksmith Charsi, the Adventurer heads to the imperiled wood to seek out Akara, priestess of the Sisterhood of the Sightless Eye, and a third ruinous shard.

Dark Wood[]

The Adventurer finds the Dark Wood and its outlying villages teeming with blood-sucking vines and corrupted rogues who kidnap and murder innocents to empower their mistress, the reanimated Countess. The Adventurer helps purify the wood's corruption with the aid of a druid Hemlir, who gives up his life to perform a cleansing ritual. Then, alongside the Sisterhood of the Sightless Eye, including their commander Kashya, the Adventurer infiltrates the Countess's Forgotten Tower, destroys her, and claims a third Worldstone shard.

Shassar Sea[]

In the blistering deserts of Shassar, the Adventurer strikes a deal with members of an outlaw group, the Amber Blades, to find Kulle's hidden library. They assist the Blades leader, Tabri, by delving Shassar's tombs so recover pieces of the scepter of Fahir, a powerful artifact of rule in the process, they confront the vile undead monarch Fahir in his tomb-though Fahir escapes, the Adventurer reclaims and reforges the scepter, elevating Tabri above her cruel rival Vataos and earning access to the Library of Zoltun Kulle.

Library of Zoltun Kulle[]

To win entry into the library's deepest archives, the Adventurer works with the Curator—a simulacrum made in the image of Zoltun Kulle—to restore and unseal parts of the ruin. They fight twisted experiments and relive Kulle's sealing of the Demon Lord Baal, Lord of Destruction, where they learn of the means to utterly destroy a Worldstone shard: an archangel's blade. The Curator knows the location of one such weapon—a temple among the forsaken swamps of Bilefen.

Bilefen[]

The adventurer encounters a wizard named Jin seeking the Temple of Namari, and the two work together to recover the temple's stolen beacons and appease the spirit of its high priestess. They recover the beacons from accursed villagers, pirates, and fetish demons, and the Adventurer enters the temple to confront its prisoner, the ancient nephalem magus Sargoth who has begun to break the walls of his prison. After they defeat Sargoth and his legion of summoned demons, Namari grants the Adventurer what they seek: the angelic dagger Yl'nira, Edge of Temperance.

The Cycle Begins[]

With Yl'nira recovered from the Temple of Namari, the Adventurer returned to Westmarch. Cain asks the Adventurer to use the angelic dagger to destroy the three shards of the Worldstone and this time, they are successful.[6] The Adventurer consults two ancient orders of demon slayers interested in recruiting them: the Immortals, guardians empowered by the Eternal Crown, and the Shadows-a secret organization keeping watch over the Immortals.[7] Then, they follow Cais guidance to the location of a fourth shard, on Mount Zavain in Ivgorod.

Mount Zavain[]

In rocky Mount Zavain, the Adventurer and Oza, a Veradani monk from the nearby Sanctified Earth Monastery, confront members of the Cult of Damnation, including one of the cult's leaders, Dravec—a disgraced Sanctified Earth monk who worships Skarn and refers to the Adventurer as the "Shard-seeker".[8] Dravec besieges Sanctified Earth with an army of demons to claim the Worldstone shard in their care; Oza and the Shard-seeker protect the monastery from ruin,[9] but Dravec slays Oza in a duel and escapes to the Frozen Tundra to bring the Worldstone shard to his master.[10]

Frozen Tundra[]

The Shard-seeker pursues Dravec across the icy barrens of the Frozen Tundra, but he uses the Worldstone shard to slip into the realm of the dead and evade justice.[11] To follow the traitor, the Shard-seeker allies with the Shadow Wolf barbarians of Bitter Hearth and Tassi, an Umbaru warrior searching for a relic, the Iceburn Tear, that can shield anyone from the chill of death. The Shard-seeker recovers the Tear[12] and races after Dravec[13] catching him just as he hands the shard to Skarn. Skarn repays Dravec's service by transforming him into a demonic monstrosity, but the Shard-seeker dispatches Dravec and follows Skarn into the Burning Hells[14]

Realm of Damnation[]

The Shard-seeker tracks Skarn through the Burning Hells, and in the process frees the captured angels Verathiel,[15] Mikayel,[16] and Andalon.[17] On the angels' advice, the Shard-seeker seals the Pits of Anguish, gateways to the depths of the Hells from which Skarn plots to raise an army.[18] The Shard-seeker defeats Skarn in his lair, where he has been siphoning power from the skull of Diablo, and reclaims the Worldstone shard but the defeat of Terror's jailer frees Diablo's soul. As Diablo's claws close around the angel Verathiel, she hurls the Shard-seeker free with the remaining Worldstone shard.[19]

Silent Monastery[]

Shura, a Veradani monk, requests the Shard-seeker's aid to investigate an ominous black fog spreading across Mount Zavain and bringing violent nightmare creatures with it.[20] Together, they travel to the Silent Monastery—the site of Ivgorodi Patriarch Sladyan's desperate attempt to stop Zakarum invaders from conquering his homeland. Within the monastery, the Shard seeker confronts a demon-corrupted Sladyan and lays his soul to rest.[21] The Shard-seeker and Shura drive back the remainder of the fog, and Shura vows to work more closely with the soldiers of Westmarch—the Sons of Rakkis—to heal the rift between then people.[22]

Stormpoint[]

Cain and an old comrade, the mage Karshun, discover that Diablo's Cult of Terror is seeking a Worldstone shard at the prison isle of Stormpoint.[23] The Shard-seeker races the cult's leaders to locate the shard, protects two orphans, Esmund and Fern,[24] and helps the prison's guards defend Stormpoint Keep from an army of demons[25] with the aid of the mysterious swordsman Zatham.[26] When Fern is dragged into a beast's lair and Esmund and the Shard-seeker rush to save her, one of the cult's leaders is able to flee with the Worldstone shard. Fern survives, but Esmund does not, and the Shard-seeker and Zatham resolve to pursue the cult.[27]

Trail of Terror[]

Zatham and the Shard-seeker locate a lair used by the Cult of Terror, but its leader, the Bride of Hell, escapes through a portal. Zatham suspects their destination is a mystic isle in the Forgotten Sea where they can purify the Worldstone shard and bring it to the Hells—but Zatham believes they can intercept the cult if they recover the isle's stolen Pathstone. Together, Zatham and the Shard-seeker sail into the Forgotten Sea, and defeat the thief of the Pathstone, Morwith.[28]

Ancients' Cradle[]

With the Pathstone recovered, Zatham and the Shard-seeker are able to enter the isle, Ancients' Cradle, from which Zatham hails. Aided by survivors of a terrible affliction, the Shard-seeker attempts to seal off the island's heart, preventing the Bride of Hell from using its power to purify the Worldstone shard so that she can bring it to Diablo.[29] Zatham betrays the effort to take bitter revenge against the isle's foremost elder, who once blinded and exiled him,[30] then offers the Cradle up to the Bride. Though the Shard-seeker defeats Zatham, the Bride purifies the Worldstone shard, and what emerges—the Archangel Tyrael and Baal, Lord of Destruction—bring both doom and hope. The Shard-seeker slays Baal and returns to Westmarch without the shard, but with the discorporated spirit of Tyrael bound to their very soul.[31]

History[]

The ability to replay quests was added in the June 13, 2024 update.

In the September 11, 2024 update, a hint feature was added that indicates the map and region of a Chronicle page that the player hasn't found yet.

References[]

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